Roguish Archetype: Phantom
Met with a terrible fate or gifted with occult powers, phantoms emulate the ethereal and terrifying qualities of ghosts and spectres. A whirl of ectoplasm as much as living beings, Phantoms leave unbroken locks and closed doors behind them and no trace, save the bodies.
Phantom Save DC
Some Phantom features require a saving throw. The DC equals 8 + your proficiency bonus + your Charisma modifier.
Phase
When you take this archetype at 3rd level, you can become intangible to slip through obstacles and past enemies. You can use a bonus action to make yourself and everything you're wearing or carrying semitransparent and partially incorporeal until the end of your turn. While incorporeal, you can move through other creatures, objects, and structures, though their attacks and spells will still affect you. For every foot you move through a creature or object, you must spend 3 feet of movement. If you end your turn inside an object, you are shunted into the nearest unoccupied space and take force damage equal to twice the number of feet you are moved.
Ghostly Blade
Starting at 9th level, when you inflict Sneak Attack damage with a melee attack while phased, you can change the attack's damage type to necrotic, force, or psychic. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn. It has disadvantage on this saving throw if it did not see you until you attacked it.
Phantom Thief
Beginning at 13th level, you learn magics that help you move in deathly quiet. You learn silence, and can cast it a number of times per long rest equal to your Charisma modifier (a minimum of once). You are also always under the effects of nondetection.
Possession
Starting at 17th level, you can steal another creature's will outright. When you deal necrotic, force, or psychic damage, you can force the target to make a Charisma saving throw. Creatures that cannot be charmed or frightened automatically succeed, and a frightened creature has disadvantage on the save.
On a failed save, you possess the creature and enter its body. You determine its actions and movement on each of its turns. It takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause it to use a reaction, but this requires you to use your own reaction as well. In this state you have total cover, occupy the creature's space, and move wherever and whenever it moves. You can end this effect at any time, requiring no action.
You have total cover inside the creature, but whenever the possessed creature takes damage, you take half that amount. You must use your action each turn to maintain control over the creature, and each time it takes damage it makes the Charisma saving throw again, ending the possession on a success. The possession ends when the creature dies, at which point you appear in a space within 5 feet of it. You can successfully possess a creature a once per long rest.
Banshee Conclave
Gifted with power from the dark corners of the feywild, this conclave embodies the horror that haunts the hills. Banshees imitate spirits and spectres to stalk, terrify, and slaughter their enemies. They are the very image of fear, whose knives gleam grisly silver and whose terrible howls chill the soul.
Bonus Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Banshee Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Banshee Magic
Ranger Level | Spells |
---|---|
3rd | catapult |
5th | shadow blade |
9th | fear |
13th | greater invisibility |
17th | telekinesis |
Dreadful Visage
When you enter this conclave at 3rd level, you specialize in hunting the cowardly. You can use a bonus action to transform your face into a terrible countenance for a split second. Choose one creature within 30 feet of you that can see you. The sight of you forces that creature to make a Wisdom saving throw against your Ranger spell save DC. If it fails, it is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Dreadful Visage for the next 24 hours. A creature has disadvantage on saving throws against this feature if one or more creatures within 15 of it are also frightened of you.
Phaseblade
Starting at 3rd level, your ghostly nature transforms your weapons. Once per turn when you make a weapon attack you can phase your weapon or ammunition through the target. This attack deals your choice of cold, necrotic, or psychic damage, and deals an extra 1d8 damage of the chosen type. If the target is frightened, the attack roll ignores AC bonuses granted by shields, parrying reactions, and all but total cover.
Terrorizer
Starting at 5th level, you have advantage on attack rolls against creatures that are frightened of you. You only gain this feature if you use a version of the Ranger that grants Conclave features at level 5.
Creature of Fear
Starting at 7th level, you have become so used to using fear as a weapon that the same tactic doesn't work against you. You are immune to the frightened condition, and gain proficiency in Charisma saving throws.
Haunting Keen
Beginning at 11th level, you can use Dreadful Visage when you roll initiative. Whenever you use Dreadful Visage in this way, you can replace the facial transformation with a horrific wail that affects all hostile creatures within 60 feet of you, instead of one creature.
Lament
Starting at 15th level, you can use your reaction to let out a mournful wail that wards off death when one friendly creature that you can see within 60 feet of you drops to 0 hit points. Until that creature is stabilized, it has advantage on death saving throws and attack rolls made against it have disadvantage. You can use this reaction immediately before being knocked to 0 hit points to gain its benefits yourself. You can use this feature a number of times equal to your Wisdom modifier, and must complete a long rest before you do so again.
Kaya, Ghost Assassin, Chris Rallis, Magic the Gathering
Morkurt Banshee, Svetlin Velinov, Magic the Gathering